Adaptive Command faction dossier

Human faction

Cheap, flexible, and dangerous when range and air support matter most.

Doctrine

General overview

The Human faction focuses on cheap, spammable units with a wide spread of battlefield roles. It leans hardest into kinetic weapons, keeps a well rounded roster, and backs that roster with the strongest air package in the current source material.

Cheap production Kinetic damage Strong air force Flatter terrain bias

Strengths

  • Cheaper units with lower upkeep
  • Broad answers across ground, air, and naval play
  • Strong payloads once air control is established
  • Comfortable on plains and desert style battlefields

Weaknesses

  • Weaker baseline stats than heavier factions
  • Less emphasis on energy weapon dominance
  • Air force strength comes with real upkeep demands
  • Poor choices can leave Humans outmatched in attrition fights
Source note: This page is built from the supplied faction design document and the temporary Adaptive Command unit art pack. Some units already have concept art in the site assets. Others are represented with dossier-style cards until final renders are ready.

Roster

Human unit roster

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Havoc concept art

Frontline wheeled attacker

Havoc

Fast, mobile wheeled vehicles mounted with oversized chainguns for harassing and overwhelming foes.

Health points (HP)200
Attack power (AP)50, or 75 vs Shielded
Armor rating (AR)0
MOV8
Line of sight (LOS)3
Cost10 Ore
  • Bullet ammo ignores shields and gains 50 percent damage against shielded targets
  • Starts strong on forest and plains with +2 movement, but mud taxes it hard
  • Reduced susceptibility to chemical effects makes it a reliable swarm unit
Arc Titan concept art

Heavy plasma breakthrough tank

Arc Titan

Heavily armored tanks built with the latest in plasma tech to punch through enemy formations.

Health points (HP)600
Attack power (AP)100, or 125 vs Light
Armor rating (AR)8
MOV4
Range1 to 3
Cost15 Ore + 10 Plasma
  • Heavy armor halves incoming kinetic damage
  • Plasma can ignore armor and gains bonus damage against light armor
  • Powered down state drops movement and cuts damage in half
Phalanx concept art

Shielded anti-alien line tank

Phalanx

Specialized units originally created to counter alien ground forces. Uses shields to deflect energy weapons.

Health points (HP)300
Attack power (AP)90
Armor rating (AR)7
MOV5
Range1 to 2
Cost5 Ore + 15 Plasma
  • Shielded armor exchanges raw HP for better attack and armor positioning
  • Treaded movement performs best once rough terrain becomes a factor
  • Power loss drops the shield entirely and cuts line of sight
Harrier concept art

Heavy armor hunter

Harrier

A variant of the Havoc made to fight heavier armored combatants that its sister class vehicle cannot overcome.

Health points (HP)150
Attack power (AP)150, or 165 vs Heavy
Armor rating (AR)2
MOV7
Range5, target select
Cost25 Ore + 5 Plasma + 5 Coal
  • Acid rounds corrode armor for multiple turns and hit heavy targets hardest
  • Fast on forest and plains, but sluggish in mud
  • When powered down, it loses the shield, damage, and much of its mobility
Javelin Art pending

Long-range artillery

Javelin

The main artillery unit of the Humans. It lobs shells over long distances to strike at unsuspecting foes.

Health points (HP)350
Attack power (AP)105, or 130 vs Shielded or Light
Armor rating (AR)5
MOV5
Range3 to 6
Cost35 Ore
  • Shell ammo ignores shields and punishes light units and entrenched positions
  • Can create crater terrain as a secondary battlefield effect
  • Heavy armor halves kinetic damage, but a powered down Javelin loses mobility
Salamander concept art

Terrain denial flame tank

Salamander

Shielded vehicles equipped with flamethrowers used primarily for removing flammable obstructions.

Health points (HP)300
Attack power (AP)55 with 3-hex fan AOE
Armor rating (AR)3
MOV7
Range2
Cost10 Ore + 10 Coal + 10 Oil
  • Incendiary attacks burn units and can ignite terrain, spreading damage over time
  • Shielded chassis resists energy well while powered
  • Power loss sharply cuts damage and almost removes its burning identity
Hailstorm Art pending

Cryo disruption platform

Hailstorm

A new experimental weapon created using cryo tech. Equipped with an ice gun to freeze enemies and facilities.

Health points (HP)250
Attack power (AP)50 with 2-hex pierce AOE
Armor rating (AR)2
MOV7
Range4
Cost15 Ore + 10 Plasma
  • Freeze disables units and buildings for a turn and can alter terrain into snowy variants
  • Wheeled movement keeps it fast where humans are happiest
  • Powered down state halves damage and reduces vision
Wildcat Gunship art pending

Light strike gunship

Wildcat

Agile helicopter made for disrupting convoys of enemy units deep in enemy territory.

Health points (HP)250
Attack power (AP)65 with equal-area electric damage
Armor rating (AR)2
MOV8
Line of sight (LOS)5
Cost20 Ore + 10 Plasma
  • Electric fire can power down weakened targets
  • Gunship movement ignores many ground restrictions and sees through forests
  • Snow severely taxes movement and vision, and power loss compounds that weakness
Screaming Hog Gunship art pending

Heavy target gunship

Screaming Hog

A variant of the Wildcat made for targeting tanks or other slow moving units using acid rounds.

Health points (HP)300
Attack power (AP)110, or 125 vs Heavy
Armor rating (AR)3
MOV7
Line of sight (LOS)5
Cost30 Ore + 5 Coal + 1 Uranium
  • Acid cannon loadout gives the human air wing a way to crack armor efficiently
  • Shielded gunship survives energy trades better while powered
  • Power loss strips the shield and movement at the same time
War Eagle Gunship art pending

Heavy missile gunship

War Eagle

The main attack helicopter of the Humans. It carries heavy armor and missiles for almost any combat encounter.

Health points (HP)500
Attack power (AP)155, or 194 vs Light
Armor rating (AR)6
MOV6
Range5, target select
Cost30 Ore + 20 Plasma
  • Heavy armor halves kinetic damage and makes the War Eagle a serious anchor unit
  • Missiles plus plasma scaling make it dangerous into many armor profiles
  • When powered down it loses much of its striking power
Trident Naval art pending

Light coastal cruiser

Trident

A light cruiser used for prowling coastal waters and harassing coastal defenders.

Health points (HP)450
Attack power (AP)110, or 27 vs Shielded
Armor rating (AR)3
MOV10
Line of sight (LOS)5
Cost25 Ore + 5 Plasma
  • Fast naval movement makes it the human harassment hull
  • Heavy laser plasma fire punishes light targets and coastal screens
  • Ships only deploy and operate on water, so map generation matters enormously
Kraken Naval art pending

Heavy battleship

Kraken

The most advanced and powerful battleship class warship, able to support amphibious assaults or direct fleet confrontations.

Health points (HP)650
Attack power (AP)100
Armor rating (AR)6
MOV6
Line of sight (LOS)5
Cost50 Ore + 20 Coal + 5 Oil
  • Shell cannon loadout ignores shields and can reshape terrain into craters
  • Heavy armor halves kinetic damage for line-holding in fleet fights
  • Powered down state sharply increases water movement cost and vision weakness

Interested in playing the Human faction?

Move from the dossier to the signup and download page, then join the Discord to participate in matches.